Compara los precios de Age of Wonders III - Eternal Lords Expansion en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Triumph Studios. Publicado por Triumph Studios. Lanzado el 14/4/2015. Disponible en PC, Mac, Linux. Géneros: RPG, Strategy. Puntuación Metacritic: 80/100.

If you ever wanted to build an empire where your fallen enemies join your army after death, Eternal Lords finally makes that fantasy mechanically complete - and the rest of the expansion is just as substantial.

I have a rule about expansions: if it changes how I think about the base game's decision tree rather than just adding more rooms to the same house, it earns serious attention. Eternal Lords earns serious attention. Triumph Studios took Age of Wonders III - already one of the tighter 4X-meets-tactical-RPG hybrids on PC - and added systemic layers that rewire core strategy from the first turn. The Race Governance system is the clearest example: you now track relationships with each individual race in your empire, and the longer a particular population lives under your rule, the deeper the perk tree you unlock for their units. The immediate tension is whether you run a mono-race empire to hit high governance tiers fast or deliberately absorb diverse populations for broader unit rosters at the cost of slower unlocks. That single decision propagates into city management, conquest choices, and diplomacy in ways the base game never quite achieved. The Necromancer class is the headline addition, and it genuinely plays differently from every other option in the roster. Undead and Ghoul units are immune to happiness and morale mechanics, which strips out one layer of empire management but replaces it with a different resource logic entirely. The Bone Collector feeds on corpses mid-battle to grow stronger; the Banshee degrades enemy morale on contact; the strategic spell Age of Death gives any unit that falls on the entire map a 35% chance of rising as a ghoul under your control - including units that belonged to two other factions that were fighting each other. The Undying Army combat spell then lets your undead return one turn after being destroyed. Stack those two together in the late game and you become extraordinarily difficult to finish off through attrition alone. Experienced players have flagged this combination as potentially overtuned, and they are not wrong - but it rewards players who understand the game's systems rather than handing victories to newcomers. The two new races, Frostlings and Tigrans, are genuine mechanical counterparts rather than palette swaps. Frostlings bring Yetis, Frost Queens, and Ice Scalpers, with units that punish enemies in frozen terrain. Tigrans are mobile, fire-aligned desert cats - their Mystic support unit can shapeshift into a Dire Panther for physical attacks and a Pounce ability, a flexibility no other support unit in the game matches. The new Keeper of Peace, Grey Guard, and Shadow Born specializations tie into alignment directly, giving players a concrete strategic reason to commit to a good, neutral, or evil path rather than treating morality as a cosmetic toggle. Cosmic Events add a layer of map-wide chaos - a Blood Moon buffs all melee units for several turns, Falling Clouds reduce sight range and punish armored units - and the best-handled ones genuinely force mid-session plan revisions. The Unifier victory condition, built around constructing racial beacons at governance tier cap, gives non-aggressive players a credible path to winning that was missing from earlier iterations. The honest weaknesses: diplomacy still feels shallow and the auto-negotiate button produces results that strain credulity. The learning curve is not addressed by this expansion - new players should expect to invest real time in tutorials and early campaign missions before the system depth starts paying off. The Eternal Lords campaign itself starts as a Frostling Necromancer (Arvik, heir to a ruined clan) and uses the ice-versus-fire, life-versus-death theme well across its maps, though you will need multiple playthroughs to see all the branching choices. Mac users should also note that the game has a known compatibility wall with macOS Catalina and above. For strategy players who already own Age of Wonders III, this is the expansion that turns a very good game into the version worth putting two hundred hours into. For newcomers considering the full package: yes, the learning curve is steep, but the campaign is structured well enough that a patient player can climb it. Start on a lower difficulty, read the governance tooltips carefully, and do not ignore the alignment system - it compounds. Diego, Scout Team

Age of Wonders III - Eternal Lords Expansion

Age of Wonders III - Eternal Lords Expansion

14 abr 2015Triumph Studios
GamerScout opina

If you ever wanted to build an empire where your fallen enemies join your army after death, Eternal Lords finally makes that fantasy mechanically complete - and the rest of the expansion is just as substantial.

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Acerca de Age of Wonders III - Eternal Lords Expansion

I have a rule about expansions: if it changes how I think about the base game's decision tree rather than just adding more rooms to the same house, it earns serious attention. Eternal Lords earns serious attention. Triumph Studios took Age of Wonders III - already one of the tighter 4X-meets-tactical-RPG hybrids on PC - and added systemic layers that rewire core strategy from the first turn. The Race Governance system is the clearest example: you now track relationships with each individual race in your empire, and the longer a particular population lives under your rule, the deeper the perk tree you unlock for their units. The immediate tension is whether you run a mono-race empire to hit high governance tiers fast or deliberately absorb diverse populations for broader unit rosters at the cost of slower unlocks. That single decision propagates into city management, conquest choices, and diplomacy in ways the base game never quite achieved. The Necromancer class is the headline addition, and it genuinely plays differently from every other option in the roster. Undead and Ghoul units are immune to happiness and morale mechanics, which strips out one layer of empire management but replaces it with a different resource logic entirely. The Bone Collector feeds on corpses mid-battle to grow stronger; the Banshee degrades enemy morale on contact; the strategic spell Age of Death gives any unit that falls on the entire map a 35% chance of rising as a ghoul under your control - including units that belonged to two other factions that were fighting each other. The Undying Army combat spell then lets your undead return one turn after being destroyed. Stack those two together in the late game and you become extraordinarily difficult to finish off through attrition alone. Experienced players have flagged this combination as potentially overtuned, and they are not wrong - but it rewards players who understand the game's systems rather than handing victories to newcomers. The two new races, Frostlings and Tigrans, are genuine mechanical counterparts rather than palette swaps. Frostlings bring Yetis, Frost Queens, and Ice Scalpers, with units that punish enemies in frozen terrain. Tigrans are mobile, fire-aligned desert cats - their Mystic support unit can shapeshift into a Dire Panther for physical attacks and a Pounce ability, a flexibility no other support unit in the game matches. The new Keeper of Peace, Grey Guard, and Shadow Born specializations tie into alignment directly, giving players a concrete strategic reason to commit to a good, neutral, or evil path rather than treating morality as a cosmetic toggle. Cosmic Events add a layer of map-wide chaos - a Blood Moon buffs all melee units for several turns, Falling Clouds reduce sight range and punish armored units - and the best-handled ones genuinely force mid-session plan revisions. The Unifier victory condition, built around constructing racial beacons at governance tier cap, gives non-aggressive players a credible path to winning that was missing from earlier iterations. The honest weaknesses: diplomacy still feels shallow and the auto-negotiate button produces results that strain credulity. The learning curve is not addressed by this expansion - new players should expect to invest real time in tutorials and early campaign missions before the system depth starts paying off. The Eternal Lords campaign itself starts as a Frostling Necromancer (Arvik, heir to a ruined clan) and uses the ice-versus-fire, life-versus-death theme well across its maps, though you will need multiple playthroughs to see all the branching choices. Mac users should also note that the game has a known compatibility wall with macOS Catalina and above. For strategy players who already own Age of Wonders III, this is the expansion that turns a very good game into the version worth putting two hundred hours into. For newcomers considering the full package: yes, the learning curve is steep, but the campaign is structured well enough that a patient player can climb it. Start on a lower difficulty, read the governance tooltips carefully, and do not ignore the alignment system - it compounds.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayercooplocal-coopcross-platformachievementstrading-cardsworkshopcloud-savestier:aaa4X StrategyNecromancer ClassRace GovernanceTurn-Based TacticsCosmic EventsAlignment SystemUndead MechanicsAsymmetric RacesPBEM MultiplayerHex-Based Combat

Requisitos del sistema

Mínimos

OS
Windows XP, Windows Vista, Windows 7, Windows 8, Windows 8.1
Memory
2 GB RAM
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
10 GB available space
Graphics
nVidia 8800 / ATi Radeon HD 3870 with 512MB or Laptop integrated Intel HD 3000 with 3GB system ram
Processor
Intel Core 2 Duo E6600 @ 2.4 Ghz or AMD Athlon 64 X2 5000+ @2.6 Ghz
Sound Card
DirectX 9 Compatible

Recomendados

OS
Windows Vista, Windows 7, Windows 8, Windows 8.1
Memory
4 GB RAM
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
10 GB available space
Graphics
nVidia Geforce 460 1GB or AMD Radeon HD 6850 1GB
Processor
Intel Core 2 Quad Q6600 @ 2.4 Ghz or AMD Phenom X4 9900 @ 2.6 Ghz
Sound Card
DirectX 9 Compatible

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Reseñas y valoraciones

Metacritic
80

Información del juego

Desarrolladora
Triumph Studios
Distribuidora
Triumph Studios
Fecha de lanzamiento
14 abr 2015

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¿En qué plataformas está disponible Age of Wonders III - Eternal Lords Expansion?

Age of Wonders III - Eternal Lords Expansion está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Age of Wonders III - Eternal Lords Expansion?

Age of Wonders III - Eternal Lords Expansion se lanzó el 14 de abril de 2015.

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Age of Wonders III - Eternal Lords Expansion fue desarrollado por Triumph Studios.

¿Merece la pena comprar Age of Wonders III - Eternal Lords Expansion?

Age of Wonders III - Eternal Lords Expansion tiene una puntuación Metacritic de 80/100, lo que lo convierte en uno de los títulos destacados de RPG. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.